Gaming

VR revenue predictions fell short in 2016 but this should help reshape VR/AR gaming in 2017

Virtual Reality programs did not perform as well as expected in 2016, but the unforeseen success of Augmented Reality programs is pushing the industry forward.

According to the Virtual Report, at the start of 2016, it was believed VR would deliver $3.8 billion in revenue but fell short last year at $2.7 billion. It was the additional $1.2 billion AR revenue that surprised the market with the boom in Pokemon GO’s unexpected success that brought the combined VR/AR market up to $3.9 billion.

Read More: CIA-backed, NSA-approved Pokemon GO users give away all privacy rights

However, that won’t stop the VR/AR phenomenon from growing. The beginning of this year shows that Europe has reached almost 300 VR companies on the continent that are continuing to develop new games and programs for the industry.

According to VR Tech, the future of VR/AR depends on better hardware, software, and more power to produce a larger outreach to the public. VR and AR naturally have high demands to measure, track, project, and anticipate movement in order to provide the optimal experience. The industry can be improved by using better and cheaper hardware.

The 2016 results have not hindered VR and AR growth, but rather reshaped how the market will progress forward. With more companies on board and the unexpected success with AR, according to VR Tech, the industry can expect greater VR/AR programs in gaming, healthcare, twitter, and marketing imagery.

One such European VR company able that has been able to flourish during this time is the Dublin-based, Virtual Reality studio, WarducksHopping on the success of last year’s Global Agents with a quarter of a million downloads, the Irish startup is looking to continue with its latest title, Sneaky Bears.

Founded by a former Facebook Games veteran and leader in Ireland’s Virtual Reality space Nikki Lannen, the company from the Emerald Isle is on a mission to bring fun and engaging content to mobile VR – an industry that’s projected to generate $120 billion in revenue by 2020.

Jacinta Spies

Jacinta Spies is a Journalism and International Relations student at the University of Technology Sydney in Australia. She currently enjoys writing about technology as she travels throughout South America, immersing herself in the culture.

View Comments

  • Great article!

    As a VR player, I knew this was going to happen. Don't get me wrong VR is great but it's not that great yet.
    It will only get better for the VR industry, as the technology will get better.

  • Very informative tips. Thanks for sharing for this article. many people using VR from the start, I was one of them. But it will be great, if its hardware, software get batter than before.

Recent Posts

‘New Cyber Order’ is here, every human identity will have 80 agentic AI identities: WEF

Small businesses and govts will need a type of Digital Public Infrastructure [digital ID, fast…

2 days ago

WEF to publicly livestream annual cybersecurity meeting for the 1st time

The spirits of Cyber Polygon & the Great Reset live on with sessions like 'Riding…

7 days ago

Language is civilization’s worst inefficiency

Why language is a bottleneck for intelligence, collaboration and progress An apology: This is a…

1 week ago

Grokipedia and the coming war with Wikipedia for the world’s knowledge

Introduction: The Death of Neutrality Knowledge has never been neutral. Whoever controls the archives controls…

1 week ago

UN, Gates digital ID, fast payments, data sharing 50-in-5 campaign hits 30 countries

Digital economy ministers call for interoperable digital ID across the entire African continent The 50-in-5…

1 week ago

Hundreds of specialist tech roles on offer in Mexico as Ness opens major new AI development center in Guadalajara 

This week, the Silicon Valley of Mexico received a boost following the inauguration of the…

1 week ago